Here are some materials I did for more generic assets like farms, decayed walls or forgotten shrines.
As usual the final scene is a huge team effort.
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Those materials had to be visually strong with reduce color palettes without beeing monochromatic to the point of beeing use in only one region. They are inspired by the painterly material art direction we had and greek lore so a lot of stones with no mortar, naive drawings and porous surfaces like terracottas or granit. Some of those materials have been used as benchmarks during the production.
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On Immortals Fenyx Rising, I had the chance to be Lead Environment Material during the full project.
At the very beginning I worked closely with the Art Director to find our own material identity and share it internally and externally, building documentations, trainings and benchmarks.
During the production I planned material assets workload, material visual identification for each gods and made the follow up with the artists responsible for each kit of assets. I was also the point of contact for the creation of many assets between several departements.
On parallel I produced many assets myself and was in charge of Hephaestus architecture materials some Hall of the Gods, Generic and things here and there. It was really important for me to keep producing while beeing lead.
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A big thank you to the team that was composed by experienced Artists who did an amazing work ! A big shout out also to Technicolor who did a huge job as well !
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For more Materials done by the team it's here,
https://www.artstation.com/caroc
https://www.artstation.com/claudegosselin
https://www.artstation.com/dimsane
https://www.artstation.com/isabellegagnon
https://www.artstation.com/misuuu
https://www.artstation.com/oliver87
https://www.artstation.com/pfleau